yaze 0.3.2
Link to the Past ROM Editor
 
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dungeon_room_loader.h
Go to the documentation of this file.
1#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
2#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
3
4#include <unordered_map>
5#include <vector>
6
7#include "absl/status/status.h"
8#include "app/editor/editor.h"
9#include "rom/rom.h"
10#include "zelda3/dungeon/room.h"
12#include "zelda3/game_data.h"
13
14namespace yaze {
15namespace editor {
16
24 public:
25 explicit DungeonRoomLoader(Rom* rom) : rom_(rom) {}
26
27 // Unified context setter (preferred)
29 rom_ = ctx.rom;
31 }
32 EditorContext context() const { return {rom_, game_data_}; }
33
34 // Individual setters for compatibility
35 void SetRom(Rom* rom) { rom_ = rom; }
36 Rom* rom() const { return rom_; }
39
40 // Room loading
41 absl::Status LoadRoom(int room_id, zelda3::Room& room);
42 absl::Status LoadAllRooms(std::array<zelda3::Room, 0x128>& rooms);
43 absl::Status LoadRoomEntrances(
44 std::array<zelda3::RoomEntrance, 0x8C>& entrances);
45
46 // Room size management
48 uint64_t GetTotalRoomSize() const { return total_room_size_; }
49
50 // Room graphics
51 absl::Status LoadAndRenderRoomGraphics(zelda3::Room& room);
52 absl::Status ReloadAllRoomGraphics(std::array<zelda3::Room, 0x128>& rooms);
53
54 // Data access
55 const std::vector<int64_t>& GetRoomSizePointers() const {
57 }
58 const std::vector<int64_t>& GetRoomSizes() const { return room_sizes_; }
59 const std::unordered_map<int, int>& GetRoomSizeAddresses() const {
61 }
62 const std::unordered_map<int, ImVec4>& GetRoomPalette() const {
63 return room_palette_;
64 }
65
66 private:
69
70 std::vector<int64_t> room_size_pointers_;
71 std::vector<int64_t> room_sizes_;
72 std::unordered_map<int, int> room_size_addresses_;
73 std::unordered_map<int, ImVec4> room_palette_;
74 uint64_t total_room_size_ = 0;
75};
76
77} // namespace editor
78} // namespace yaze
79
80#endif // YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Definition rom.h:24
Manages loading and saving of dungeon room data.
const std::unordered_map< int, ImVec4 > & GetRoomPalette() const
const std::vector< int64_t > & GetRoomSizes() const
absl::Status LoadRoomEntrances(std::array< zelda3::RoomEntrance, 0x8C > &entrances)
absl::Status LoadAllRooms(std::array< zelda3::Room, 0x128 > &rooms)
absl::Status LoadRoom(int room_id, zelda3::Room &room)
std::unordered_map< int, int > room_size_addresses_
std::vector< int64_t > room_size_pointers_
absl::Status ReloadAllRoomGraphics(std::array< zelda3::Room, 0x128 > &rooms)
zelda3::GameData * game_data() const
const std::vector< int64_t > & GetRoomSizePointers() const
std::unordered_map< int, ImVec4 > room_palette_
const std::unordered_map< int, int > & GetRoomSizeAddresses() const
void SetGameData(zelda3::GameData *game_data)
void SetContext(EditorContext ctx)
absl::Status LoadAndRenderRoomGraphics(zelda3::Room &room)
Lightweight view into the essential runtime context (Rom + GameData)
Definition editor.h:67
zelda3::GameData * game_data
Definition editor.h:69